Craig Mod sees how digital affects books and publishing; Paula Bray is exploring the connected digital future; David Gravina challanges us to think; Tatham Oddie practices web standards in the large; Rob Manson shows us something GOOD; Lisa Herrod brings us to the Age of Awareness; James Bridle is wrangling time and books and Grant Young explores social innovation.
The Age of Awareness
Presenter: Lisa Herrod
Inclusive design. It might sound like a rebranding exercise from the Web Accessibility Marketing Team, but it isn’t. For years inclusive design and research practices have been applied to a wide variety of disciplines from industrial design to the arts, the built environment and more.
What can we learn from this? And how can we apply it to the digital environment in which we work?
Social innovation, service design and even augmented reality are now presenting real and interesting opportunities for us as traditional web practitioners. Combined with inclusive design practices, this opens up a fantastic world of change for both us and the people for whom we design.
So starting with the web, we’ll reinvigorate our passion for diversity and inclusion. Let’s declare this The Age of Awareness!
Creating platforms for social innovation
Presenter: Grant Young
People are redefining the relationship they have with the organisations they interact with, empowered by social technologies. They are seeking:
- Human-ness: as organisations have grown in size and become more and more depersonalised, people are wanting more human interactions and personal response
- Trust: from greenwashing to the GFC, the market’s trust has been eroded — people are looking for organisations to say what they mean and mean what they say
- Co-creation: people are taking a more active role in developing the products and services that they use. And if they don’t find what they’re looking for, they will often create it themselves
- Responsibility: people want to engage with organisations that are genuinely addressing the complex issues of sustainability and wellbeing
Building a brand, service or product offering that resonates in this new “economy of meaning” requires a rethinking of an organisation’s relationship to the “market” — their customers, stakeholders and the environment.
In this presentation Grant Young will examine how innovative organisations are using social technologies and design methods to create multi-dimensional value — both for the organisational and community — and will explore the themes that underpin the examples with a view to applying them in your context.
Wrangling Time: The Form and the Future of the Book
Presenter: James Bridle
The internet has been around long enough now that it has a proper history, and it has started to produce media and artefacts that live in and comment on that history. James will be talking about his work with writing, books and wikipedia that hopes to explain and illuminate this temporal depth.
Design Thinking (and Doing)
From a digital to a world view.
Presenter: David Gravina
Many web professionals practice creative, collaborative and inclusive approaches to our work. As UX designers, information architects, strategists, or programmers — we are all designers, and we are ready equipped with a way of problem solving that can be applied to challenges that are not traditionally those of web practitioners.
From the perspective of the digital domain this session will take a look at what Design Thinking is and it’s potential to amplify creativity so that we may embrace and apply our skills to the messy problems that business, government and society face every day.
Practicing Web Standards in the Large
Presenter: Tatham Oddie
Web standards might be second nature to all of us here, but they don’t always fly so easily in the enterprise. Obscure browsers and CIOs watching their bottom line can often leave a passionate development team feeling stifled. In this session we’ll look at how a number of large scale websites successfully adopted new standards and opened their content to more audiences and devices than ever before. We’ll explore techniques for deciding what client technologies to use on your projects, how to drive the adoption of newer techniques and how not to leave your audience behind. We’ll even talk about how to make all of this possible with Internet Explorer in the room.
How digital affects books and publishing
Presenter: Craig Mod
We need to decouple the idea of ‘book’ from the mental image we carry around of ‘book.’ The innovation and benefit that digital brings to books and publishing lies less in how digital affects final artifacts, and more in how digital affects the systems leading up to and extending beyond those artifacts.
GOOD: Graphical Object Oriented Design
Design once, use anywhere
Presenter: Rob Manson
“GUI/Graphical Object Oriented Design” (good) elements are born as re-usable objects. Can you easily drop your design elements into a new context and have them “just work” — functionally, interactively and visually? Can you easily adapt your objects subtly or even radically for new types of devices? Does your underlying API easily provide both data and POSH objects? This presentation will dissect some applications that do this and look at the amazing new world that opens up…
Connected digital initiatives and strategy
Driving change online and onsite at the Powerhouse Museum
Presenter: Paula Bray
The Powerhouse Museum has been working towards making its digital initiatives widely accessible and to a broader audience, online and onsite, to enable a connected digital future. With a blossoming of blogging, significant Flickr and Facebook presences the Museum has been developing great connections with a new audience that has led the institution to rethink access with an emphasis on the importance of community connections and participation. This thinking has had an impact on the Museum’s Strategic Plan and several digital initiatives are now driving change within the organisation.
The Museum has experienced incredible connections, citizen research and innovative digital outcomes such as MOB’s augmented reality mobile app using geo-located historic images from the Tyrrell collection, Paul Hagon’s Google Street view mashup, Digital NZ’s integration of related items from the Museum’s collection and the Powerhouse Museum’s collection download. Releasing data and images under a Creative Commons license has allowed the Museum to make the collection available for use and re-use. Social media initiatives are being adopted and aligned to the right platforms for appropriate audience effectiveness for exhibitions like ‘80s are back’ and ‘Trainspotting’ exhibitions. All these digital projects are allowing the Museum to evaluate, experiment, learn from and progress future initiatives leading to a connected digital future — as well as change the DNA of the Museum itself.